Speaking of dyes, iridescent dyes, please. Much like you'd see on the fate currency umbrella, but for regular gear. I wish to look like an atrocity mixed with a blended rainbow.
Speaking of dyes, iridescent dyes, please. Much like you'd see on the fate currency umbrella, but for regular gear. I wish to look like an atrocity mixed with a blended rainbow.
People have already said jobs, but I do want to echo that and say that the thing I'd prioritize above any other change is their job design ethos. They're all feeling homogenous, lack imagination, and the roles are more or less different colours of DPS rather than a proper trinity. The jobs are designed not to allow for skill expression, but just as a conduit to provide the minimum requirements to interact with a fight.
Jobs need to let us make some interesting moment-to-moment decisions, with proper risk and rewards, and actual gameplay depth.
Outside that, there's a bevy of glamour related changes I'd make, but it's hard to choose one of those to prioritize: removing role restrictions on glamour; implementing a proper glamour log; overhauling dyes, turning them either into currencies outside of inventory or into unlockables. Job design ethos takes priority for me nowadays.
Last edited by TheDustyOne; 03-22-2025 at 06:54 AM.
Bring back TP but have it start at 100% instead of 0 and reduce resource(MP) regen during battle.
When we had TP and less resource regen, the devs experimented, tried new things. Most notable, Cast time for Physical Range, BRD used both TP/MP for their buffs, drawn clear advantage for bringing 1 job over the other e.g. BRD worked best with mages because of Mages Ballad while MCH worked best with melee because of Tactician. AST had both effects though Spire and Ewer.
Maiming offered more burst for more TP, Strikers offered balanced/sustained damage for moderate TP, Scouting(NIN) offered so much! moderate Burst, debuffs, Poison for moderate TP, Single target TP regen and aggro management. Aiming offered Buffs/Regen and sustained damage for moderate TP/MP. It made tanking more stressful as well, if you were out of TP you weren't getting aggro. Casters/Healers would actually run out of MP during encounters unless a BRD was in the group. Slashing, Piercing, Blunt and Magical were a thing. God it was so peak for me.
TP/resource management was hated by everyone though, we shouted and cried out:
"It was a pain to manage and ran out much faster than MP"
"If you attacked too fast you had to stop playing"
"AOE very quickly spent TP"
"TP just limited how much you as a melee got to attack"
"TP sucked, I have use it all to sprint or die to the AOE!"
All the above criticisms highlighted the NEED for support! The removal destroyed the ID's of NIN, BRD, MCH in 1 go, brought everything into categories Melee, Magical, Range with no clear advantage over the other except cooldown timers/potencies and was start of the destruction of AST. They could have overcame slowed down game play by buffing the MP/TP regen amount of support jobs, having second wind recover all stats and having us start at 100% TP instead of 0!
ShadowBringers was peak story wise but was the fall of gameplay and what we're left with today is a game with neither.
They had a chance to make Support so GOOD and by extension all other jobs but threw it away due to an audience that simply wasn't interested.
We now have a 'Playstation HOME' knockoff masquerading as a Final Fantasy game. Which is Fine, enough to keep me subbed all these years at least.
It's not an important or big change, but I would add Viera and Hrothgar as options for the Housing NPCs you can select. The Estate Man/Maidservant, Hokonin, Materia Melder, ETC.
Gotta be honest, I liked the removal of TP when it first happened, especially as a melee DPS main, but in hindsight, I now miss TP as a resource, and having to manage it. I also miss when MP was actually a stat that you could increase, rather than being locked at 10,000.Bring back TP but have it start at 100% instead of 0 and reduce resource(MP) regen during battle.
When we had TP and less resource regen, the devs experimented, tried new things. Most notable, Cast time for Physical Range, BRD used both TP/MP for their buffs, drawn clear advantage for bringing 1 job over the other e.g. BRD worked best with mages because of Mages Ballad while MCH worked best with melee because of Tactician. AST had both effects though Spire and Ewer.
Maiming offered more burst for more TP, Strikers offered balanced/sustained damage for moderate TP, Scouting(NIN) offered so much! moderate Burst, debuffs, Poison for moderate TP, Single target TP regen and aggro management. Aiming offered Buffs/Regen and sustained damage for moderate TP/MP. It made tanking more stressful as well, if you were out of TP you weren't getting aggro. Casters/Healers would actually run out of MP during encounters unless a BRD was in the group. Slashing, Piercing, Blunt and Magical were a thing. God it was so peak for me.
TP/resource management was hated by everyone though, we shouted and cried out:
"It was a pain to manage and ran out much faster than MP"
"If you attacked too fast you had to stop playing"
"AOE very quickly spent TP"
"TP just limited how much you as a melee got to attack"
"TP sucked, I have use it all to sprint or die to the AOE!"
All the above criticisms highlighted the NEED for support! The removal destroyed the ID's of NIN, BRD, MCH in 1 go, brought everything into categories Melee, Magical, Range with no clear advantage over the other except cooldown timers/potencies and was start of the destruction of AST. They could have overcame slowed down game play by buffing the MP/TP regen amount of support jobs, having second wind recover all stats and having us start at 100% TP instead of 0!
ShadowBringers was peak story wise but was the fall of gameplay and what we're left with today is a game with neither.
They had a chance to make Support so GOOD and by extension all other jobs but threw it away due to an audience that simply wasn't interested.
We now have a 'Playstation HOME' knockoff masquerading as a Final Fantasy game. Which is Fine, enough to keep me subbed all these years at least.
Take us back to storm blood job design with some minor adjustments. Some things introduced in DT are cool, and I'm willing to try out even something totally new. But this isn't it right now..
what i wouldn't do to get 4.0 SMN back
if there was a time this game designed a perfect job, without a doubt 4.0 SMN post launch
i terribly miss it
remove level cap battle-crafted gear
this way people will have 2 choices, either farm tomes or savage for gear, just like ARR when PF was full of parties to farm coils gear, i know crafted gear was a thing since ARR, but making it was diffcult only top raiding groups could afford making it
(i wonder if it's a good idea to have clearing a savage tier required to access the next tier, it was a thing in ARR and i know because there was no story mode back then, but this would return a layer of progression that used to be present in ARR, and would give people something to do)
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